12/2/2023 0 Comments Noita alchemy mod![]() ![]() It also searches for precise strings contained in said tags instead of checking the entire word, so for example utilizing the tag "black_hole_custom" the projectile is still recognized as one of said type. Note: The game affects some projectiles, for example Black Holes, with particular behaviours based on the Entity tags defined in the. See data/entities/projectiles/ for examples.Ĭheck out Enums: RAGDOLL FX for what effects your projectile can have. This is filled in silently in the background for each action.įor full list of all actions and great learning material, see data/scripts/gun/gun_a Creating a custom projectile You can note that the reference ItemActionComponent::action_id is empty. If left empty, the file data/entities/misc/custom_cards/action.xml is used.make spell items physics objects, glow differently, etc. But be careful, because hell, this was long. Launch Noita, start a new game, reconfigure the mod, then quit. In addition to controlling the world item, cards also work on the wand itself, attaching custom effects on them (like the electric torch) Paste ModSettingSet( 'randomizedalchemyoptionsreactioncount', 0 ) before line 16 which contains: reactioncount 5 and save the file.This can also be entirely empty (see passive spells, like shields).This is also where you register any projectile triggers you might want (timer, hit_world, death).This is where you register any projectiles you want to shoot upon using the spell (which you will have to define separately through XML).action is where most of the magic happens, this function is called upon shooting and can basically do anything you can think of with Lua.max_uses is optional, leaving it out or setting it to -1 means unlimited uses.type can be any of the following known valid values:.what you pick up from the world), not the projectile Most of the fields found in the object we inserted into actions are quite self-explanatory, but a few notes on the special cases: Note that the function doesn't seem to print/return any errors, so be wary of typos in SPELL_ID. function OnPlayerSpawned ( player ) local x, y = EntityGetTransform ( player ) CreateItemActionEntity ( "MY_CUSTOM_SPELL", x + 20, y ) end Potent Potions - Adds a insane amount of new potions made from modifier spells.- Easiest place to test new stuff, in reality the code could be anywhere.Material Randomizer - Every material is randomized, enable this together with Randomized Alchemy for total chaos!.Arcane Alchemy - Adds more potions to the game.Fluid Dynamics - Adds more gasses and reactions to the game.Here is a mod that enables noita's logger since they disabled it a while ago: Maximum reaction probability - The maximum probability of the materials to react.Minimum reaction probability - The minimum probability of the materials to react, increasing the probability will cause materials to react faster.Reaction count - Determines how many reactions get generated to make each material.Localize recipe names - Makes it so that the recipes list shows the ingame material name.Use whitelist instead of blacklist - Instead of not using checked materials only checked materials will be used.Allow solids as outputs - Allow solids to be created from reactions.Allow solids as inputs - Allow solids as inputs for reactions.Alchemy With Gasses - Will allow for gasses to also react for more chaos.Alchemical Outputs - Allow only magical liquids as alchemy outputs.Alchemical Inputs - Allow only magical liquids as alchemy inputs.Force 2 Inputs - Reactions always have 2 input materials.Force 3 Inputs - Reactions always have 3 input materials.Chaos mode - 20 ways to create every material, stuff might get crazy.Lite mode - Some materials are blacklisted, only 1 reaction to create every material.This option will cause the mod to print the entire reactions list out to logger.txt which is in your noita folder. Toggleable list of reactions printed to the game's logger, this requires a mod to enable the logger.There is a list of reactions in the config menu, this list can be filtered by checking materials in the Recipe Filter tab.All materials are blacklistable through the config menu!.Random alchemy recipes, by default for each applicable material there are 5 reactions to create it.A ingame config menu, to open the config press the "Mod Configs" button at the top right of the screen and open the Randomized Alchemy tab.This mod generates random alchemy recipes every time you start a new run, meaning all applicable materials including modded materials can react with something else to create another material! ![]()
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